<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Hacker News: bntr</title><link>https://news.ycombinator.com/user?id=bntr</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Sun, 03 May 2026 21:43:03 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=bntr" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by bntr in "Lego's 0.002mm specification and its implications for manufacturing (2025)"]]></title><description><![CDATA[
<p>Duplo is also compatible with regular Lego. We used Duplo for the big structure and Lego on top for details. Great way to build huge stuff quickly.<p><a href="https://upload.wikimedia.org/wikipedia/commons/0/04/LEGO-kompatiblo.jpg" rel="nofollow">https://upload.wikimedia.org/wikipedia/commons/0/04/LEGO-kom...</a></p>
]]></description><pubDate>Wed, 11 Mar 2026 18:10:00 +0000</pubDate><link>https://news.ycombinator.com/item?id=47339082</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=47339082</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47339082</guid></item><item><title><![CDATA[New comment by bntr in "Show HN: Visual Lambda Calculus – a thesis project (2008) revived for the web"]]></title><description><![CDATA[
<p>Thanks! I liked the pics here: <a href="https://piedeleu.com/posts/diagrammatic-lambda-calculus/" rel="nofollow">https://piedeleu.com/posts/diagrammatic-lambda-calculus/</a><p>I'd love to see them smoothly animated.</p>
]]></description><pubDate>Tue, 03 Mar 2026 11:42:02 +0000</pubDate><link>https://news.ycombinator.com/item?id=47231007</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=47231007</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47231007</guid></item><item><title><![CDATA[New comment by bntr in "Show HN: Visual Lambda Calculus – a thesis project (2008) revived for the web"]]></title><description><![CDATA[
<p>Seems like it went to the wrong post.</p>
]]></description><pubDate>Tue, 03 Mar 2026 11:15:45 +0000</pubDate><link>https://news.ycombinator.com/item?id=47230841</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=47230841</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47230841</guid></item><item><title><![CDATA[New comment by bntr in "Show HN: Visual Lambda Calculus – a thesis project (2008) revived for the web"]]></title><description><![CDATA[
<p>I like this catalog: <a href="https://github.com/prathyvsh/lambda-calculus-visualizations" rel="nofollow">https://github.com/prathyvsh/lambda-calculus-visualizations</a><p>And it seems that John Tromp's diagrams originate from David C. Keenan's Mockingbird (1996),<p>and Bubble Notation comes from Wayne Citrin's Visual Expressions (1995)</p>
]]></description><pubDate>Tue, 03 Mar 2026 06:01:41 +0000</pubDate><link>https://news.ycombinator.com/item?id=47228697</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=47228697</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47228697</guid></item><item><title><![CDATA[New comment by bntr in "Show HN: Visual Lambda Calculus – a thesis project (2008) revived for the web"]]></title><description><![CDATA[
<p>You can also construct your own puzzles and share them via URL.<p>Example: <a href="https://bntre.github.io/visual-lambda/#workspace=H4sIAAAAAAAACkWOsQ6CMBRFf%2BWmU5uYB%2B4tjC4mbk5dHlCw0FJCRf18QzQ63eTkJufo%2BhUDHm7NPs1GHKkUqCv9TOuUF25dpQM3LmDm6Iy4%2BrxxwJlj0zF%2BJ1FU2t9dzJ%2FBkrIR5aEU6P2wrc4IaZnAkLZBS2gVpO0IHaR16An9DgbCAGlv8AS%2Fg5EwQtoJgTApnJRSCpddVnxtxb%2FzDfezFuTJAAAA" rel="nofollow">https://bntre.github.io/visual-lambda/#workspace=H4sIAAAAAAA...</a></p>
]]></description><pubDate>Mon, 02 Mar 2026 10:52:36 +0000</pubDate><link>https://news.ycombinator.com/item?id=47216297</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=47216297</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47216297</guid></item><item><title><![CDATA[New comment by bntr in "Show HN: Visual Lambda Calculus – a thesis project (2008) revived for the web"]]></title><description><![CDATA[
<p>For comparison: factorial(3) visualized in two different notations.<p>John Tromp's Lambda Diagrams (via 2swap):
<a href="https://www.youtube.com/watch?v=RcVA8Nj6HEo&t=1346s" rel="nofollow">https://www.youtube.com/watch?v=RcVA8Nj6HEo&t=1346s</a><p>Bubble Notation:
<a href="https://www.youtube.com/watch?v=aRgu8S3Pnb8" rel="nofollow">https://www.youtube.com/watch?v=aRgu8S3Pnb8</a></p>
]]></description><pubDate>Sat, 28 Feb 2026 06:05:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=47191065</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=47191065</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47191065</guid></item><item><title><![CDATA[Show HN: Visual Lambda Calculus – a thesis project (2008) revived for the web]]></title><description><![CDATA[
<p>Originally built as my master's thesis in 2008, Visual Lambda is a graphical environment where lambda terms are manipulated as draggable 2D structures ("Bubble Notation"), and beta-reduction is smoothly animated.<p>I recently revived and cleaned up the project and published it as an interactive web version:
<a href="https://bntre.github.io/visual-lambda/" rel="nofollow">https://bntre.github.io/visual-lambda/</a><p>GitHub repo:
<a href="https://github.com/bntre/visual-lambda" rel="nofollow">https://github.com/bntre/visual-lambda</a><p>It also includes a small "Lambda Puzzles" challenge, where you try to extract a hidden free variable (a golden coin) by constructing the right term:
<a href="https://github.com/bntre/visual-lambda#puzzles" rel="nofollow">https://github.com/bntre/visual-lambda#puzzles</a></p>
<hr>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=47191052">https://news.ycombinator.com/item?id=47191052</a></p>
<p>Points: 49</p>
<p># Comments: 9</p>
]]></description><pubDate>Sat, 28 Feb 2026 06:04:05 +0000</pubDate><link>https://github.com/bntre/visual-lambda</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=47191052</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47191052</guid></item><item><title><![CDATA[Show HN: Using Strudel to control dance animations]]></title><description><![CDATA[
<p>We have countless fighting games with extremely complex input systems: long button combos, precise timing.<p>But when it comes to dancing in games or interactive systems, complexity almost always disappears.
Dance games usually require you to move physically in front of a camera, or step on pads, or just trigger a single emote animation.<p>Meanwhile, in platforms like Roblox, players collect dance animations and show them off by triggering them at the right moments.
Sometimes multiple players even sync their dances together - which already feels a bit like a disco.<p>So the question that kept bothering me was:
why don't we have "dance fighters" - systems where expressive, complex dancing is mastered through equally complex control, using patterns, timing, and structure rather than physical movement?<p>This project is a small experiment in that direction: <a href="https://github.com/bntre/threejs-osc-dance" rel="nofollow">https://github.com/bntre/threejs-osc-dance</a><p>I'm exploring controlling character dance animations through a livecoded, pattern-based interface (Strudel), mixing short animation loops in real time.
It's not a game yet, just a proof of concept - but I'm curious whether dance could be treated as a skillful, expressive control space, much like fighting inputs or musical performance.</p>
<hr>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=46644792">https://news.ycombinator.com/item?id=46644792</a></p>
<p>Points: 2</p>
<p># Comments: 0</p>
]]></description><pubDate>Fri, 16 Jan 2026 09:49:22 +0000</pubDate><link>https://github.com/bntre/threejs-osc-dance</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=46644792</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46644792</guid></item><item><title><![CDATA[New comment by bntr in "1D Conway's Life glider found, 3.7B cells long"]]></title><description><![CDATA[
<p>A tiny experimental "continuous-motion" Life glider I once made - an artistic take:
<a href="https://bntr.planet.ee/lj/glider.gif" rel="nofollow">https://bntr.planet.ee/lj/glider.gif</a></p>
]]></description><pubDate>Thu, 04 Dec 2025 09:57:24 +0000</pubDate><link>https://news.ycombinator.com/item?id=46145767</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=46145767</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46145767</guid></item><item><title><![CDATA[New comment by bntr in "Show HN: Reverse perspective camera for OpenGL (Three.js)"]]></title><description><![CDATA[
<p>Exactly. Reversing the z-test is one way to get a reverse-perspective effect, but it doesn't allow for a smooth transition between projections (like dolly zoom).</p>
]]></description><pubDate>Tue, 18 Nov 2025 07:20:08 +0000</pubDate><link>https://news.ycombinator.com/item?id=45962291</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=45962291</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45962291</guid></item><item><title><![CDATA[New comment by bntr in "Show HN: Reverse perspective camera for OpenGL (Three.js)"]]></title><description><![CDATA[
<p>For an extra dose of nausea, there's also a cross-eye stereo version: <a href="https://bntr.planet.ee/temp/rp/" rel="nofollow">https://bntr.planet.ee/temp/rp/</a><p>(Alt + mouse wheel changes the eye distance)</p>
]]></description><pubDate>Tue, 18 Nov 2025 07:13:11 +0000</pubDate><link>https://news.ycombinator.com/item?id=45962259</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=45962259</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45962259</guid></item><item><title><![CDATA[New comment by bntr in "Show HN: Reverse perspective camera for OpenGL (Three.js)"]]></title><description><![CDATA[
<p>No performance hit - it's just a custom projection matrix. The rest of the rendering pipeline works exactly the same as with a normal camera.</p>
]]></description><pubDate>Tue, 18 Nov 2025 07:08:49 +0000</pubDate><link>https://news.ycombinator.com/item?id=45962230</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=45962230</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45962230</guid></item><item><title><![CDATA[Show HN: Reverse perspective camera for OpenGL (Three.js)]]></title><description><![CDATA[
<p>I've extended the standard OpenGL camera to allow smooth transition between normal perspective, orthographic, and reverse perspective projection.
To demonstrate the effect, I built a demo using Three.js.<p>Reverse perspective can feel a bit disorienting at first,
but this demo is meant to highlight a few of its interesting advantages:<p>1. An extended <i>Dolly zoom</i> effect. <a href="https://en.wikipedia.org/wiki/Dolly_zoom" rel="nofollow">https://en.wikipedia.org/wiki/Dolly_zoom</a><p>You can think of it as an extrapolation of the classic Dolly zoom into negative space.
It produces a cinematic sense of vertigo or sudden insight,
and also lets you pull the camera back from an object without distracting the viewer with surrounding geometry.<p>2. A wider and more complete spatial view.<p>Near objects no longer obscure distant ones;
the viewer can see both the façade of a building and what’s happening on its roof, or even behind it.<p>Code and details: <a href="https://github.com/bntre/reverse-perspective-threejs" rel="nofollow">https://github.com/bntre/reverse-perspective-threejs</a></p>
<hr>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=45874597">https://news.ycombinator.com/item?id=45874597</a></p>
<p>Points: 52</p>
<p># Comments: 8</p>
]]></description><pubDate>Mon, 10 Nov 2025 10:41:34 +0000</pubDate><link>https://github.com/bntre/reverse-perspective-threejs</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=45874597</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45874597</guid></item><item><title><![CDATA[New comment by bntr in "Show HN: Strange Attractors"]]></title><description><![CDATA[
<p>Great visualization!
It would be good to add some fog for a better perception of 3D.</p>
]]></description><pubDate>Sat, 01 Nov 2025 07:26:14 +0000</pubDate><link>https://news.ycombinator.com/item?id=45779838</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=45779838</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45779838</guid></item><item><title><![CDATA[New comment by bntr in "Dithering – Part 1"]]></title><description><![CDATA[
<p>Once I made a transition between two ditherings:
<a href="https://github.com/bntre/dithering-gradient-py" rel="nofollow">https://github.com/bntre/dithering-gradient-py</a></p>
]]></description><pubDate>Thu, 30 Oct 2025 17:58:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=45762993</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=45762993</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45762993</guid></item><item><title><![CDATA[New comment by bntr in "The Ruliology of Lambdas"]]></title><description><![CDATA[
<p>Another notation showing the construction of the predecessor function: <a href="https://www.youtube.com/watch?v=CWzn2ucPMdg" rel="nofollow">https://www.youtube.com/watch?v=CWzn2ucPMdg</a></p>
]]></description><pubDate>Sun, 21 Sep 2025 05:47:14 +0000</pubDate><link>https://news.ycombinator.com/item?id=45320361</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=45320361</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45320361</guid></item><item><title><![CDATA[New comment by bntr in "The Ruliology of Lambdas"]]></title><description><![CDATA[
<p>The most complete catalog I've found:
<a href="https://github.com/prathyvsh/lambda-calculus-visualizations" rel="nofollow">https://github.com/prathyvsh/lambda-calculus-visualizations</a></p>
]]></description><pubDate>Sat, 20 Sep 2025 06:41:22 +0000</pubDate><link>https://news.ycombinator.com/item?id=45311018</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=45311018</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45311018</guid></item><item><title><![CDATA[New comment by bntr in "Xenharmlib: A music theory library that supports non-western harmonic systems"]]></title><description><![CDATA[
<p>My actual question: do you use xenharmlib for composing?<p>I assume this is your album: <a href="https://fabianvallon.bandcamp.com/album/a-different-path-for-the-20th-century" rel="nofollow">https://fabianvallon.bandcamp.com/album/a-different-path-for...</a><p>Was xenharmlib used in it, or some other software?</p>
]]></description><pubDate>Wed, 09 Jul 2025 04:05:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=44506257</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=44506257</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44506257</guid></item><item><title><![CDATA[New comment by bntr in "Xenharmlib: A music theory library that supports non-western harmonic systems"]]></title><description><![CDATA[
<p>A bit tangential, but I recently made a xenharmonic-related library too - focused more on the visual/harmonic space side:<p><a href="https://github.com/bntre/cs-rationals/blob/master/RationalsExplorer.md">https://github.com/bntre/cs-rationals/blob/master/RationalsE...</a><p>Demo piece: <a href="https://www.youtube.com/watch?v=y_x4vtS_I7w" rel="nofollow">https://www.youtube.com/watch?v=y_x4vtS_I7w</a></p>
]]></description><pubDate>Wed, 09 Jul 2025 04:03:54 +0000</pubDate><link>https://news.ycombinator.com/item?id=44506247</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=44506247</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44506247</guid></item><item><title><![CDATA[New comment by bntr in "Show HN: Curved Space Shader in Three.js (via 4D sphere projection)"]]></title><description><![CDATA[
<p>Thanks! The cube mapping idea is really interesting — I didn’t know about that approach.
However, I doubt it would help in my case, where the distortion is strong enough to flip the depth order of objects.<p>Maybe these methods could be combined somehow, but it seems simpler to use subdivision (as also mentioned in that thread) — perhaps selectively, for objects near the periphery where distortion is strongest.</p>
]]></description><pubDate>Fri, 23 May 2025 05:49:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=44070220</link><dc:creator>bntr</dc:creator><comments>https://news.ycombinator.com/item?id=44070220</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44070220</guid></item></channel></rss>